This mod expands the world to be 65504 blocks tall, almost 512 times larger than vanilla Minecraft (exactly 511.75). Build in infinite skies, tunnel down to the lava core, raid dungeons deep underground. The sky is no longer the limit: Infinite Minecraft awesomeness in Three Dimensions!

This mod overwrites these files. (Note: this is an old list; I need to update it sometime.) This mod should be compatible with most mods, so long as they don't modify terrain generation or chunks. CoordsInfoMod is included with this mod, but you can ignore it if you want to.

If you find any bugs, please post or PM me the crash report and what you were doing at the time. If Minecraft blackscreens and you can't see the crash report, go to your minecraft folder, and look for a file named "CubicChunksErrorFile.txt". That file should contain your crash report.

MineCrak wrote a tutorial thread that contains lots of info on exactly how to install Cubic Chunks. If you're having installation problems, try his thread before posting.

NOTE: make backups of your worlds! This mod automatically converts standard Minecraft worlds and YMod worlds (turning Bedrock in the bottom 16 blocks to Stone) and Cubic Chunks V1.0 and V1.2 worlds to Cubic Chunks V1.3+ format whenever you load them, but you can only convert worlds back to non-Cubic Chunks format by using my reverse-converter tool, which has occasional glitches. If you find any errors in my converter tool, post or PM them to me.

Anyone who wants to can re-write my world generation code, and post their re-writes. Also, anyone who wants to may make mods based off of Cubic Chunks, as long as they give me credit.

KNOWN BUGS:
Tall grass sometimes fails to render. This can be fixed by updating nearby blocks, or saving and reloading. Priority: low.
Rain / snow behave wierdly above y=128. Priority: low.
Recently, a handful of chunk holes have been seen (even one by me). Priority: med/high.

FUTURE IMPROVEMENTS:

Improve/optimize lighting calculations. This should remove any lighting glitches and reduce lag. (In Progress)
Add faraway chunk rendering (compress faraway chunks down to a single cube and render that). (In Progress)
Fix Multiplayer version bugs, and update Multiplayer. (In Progress)
Team up with NetBlitzer on Chunk Generation, and/or the rest of Minecraft Revamped, if he's willing.

Old Cubic Terrain Generation test version (this should mostly work, but it just might do unexpected things like generating caves over your house, and it includes improved ChunkCubeAir saving, which won't be compatible with previous versions of CC until I add a patch to them. You have been warned!):Client CubicChunksMod V1.5.2 Test version 3 (B1.7.3)

I will update this to 1.2.3, but it is a huge mod, so give me some time...

4096BlockIDs: (Requires ModLoader and Forge)
NOTE: After MC 1.2.5, I am no longer planning to maintain this mod. I have released the source code (see Developer Notes below), and I hereby give permission (and, in fact, thanks) for anyone to do whatever they like with the 4096IDs source code, so long as they give my code credit.

This is compatible with CreativeAPI_1.0.0 as long as you install this after the CreativeAPI, as well as any Creative GUI API that does not modify afp.class. It also includes a minor change for my 4096 BlockIDs patch.

UPDATE: Forge added something similar to this, so no point in my maintaining this.

SaveConverter: (Works no matter what Minecraft version you use! No dependencies!)
This is a standalone tool with readme and GUI to convert between Cubic Chunks worlds, YMod worlds, Vanilla Minecraft worlds, and Beta1.9+ExtendedHeight worlds.
The ExtendedHeight format conversion should now work.
New Feature: NBTViewer mode lets you explore level.dat files, data files, and YMod/Pre-McRegion save files from a dev's eye view!

Robinton's Mob Mod: (requires Cubic Chunks Mod)
As a joke, I've created an NPC named "Robinton". He's sort of like Herobrine for Cubic Chunks. He occasionally spawns when you're attacked, never attacks you, wanders around aimlessly killing hostile mobs, greatly resents being attacked (except with fire, for which he'll occasionally give you red apples), and vanishes as soon as you re-load the world.

Shaped Charges: (requires ModLoader)
Have you ever gotten tired quarrying? Have you ever wished for a way to make TNT more controlled, without destroying 2/3 of the item drops, with perhaps a little extra power (or maybe a lot of extra power)?

Enter Shaped Charges. Shaped Charges are crafted from three TNT in a column. Expensive, you say. True, but, each Shaped Charge blows a 1x1 collumn from bedrock to the sky! No item drops are destroyed! (Try to stay away from the blocks you hit, it is a very controlled explosion, but it can still hurt you.)

20X20 Quarries in minutes!

A quarry I dug with this mod (in 1.2_02, but it still works the same):

Ready To BLAST!

Fire!

Nice Items Lots of Cobble!

I also made the mod automatically compact all Cobblestone produced into one lag-reducing ItemStack

Shaped Charges Mod even has a video about it. (See post 19 on this thread) Thanks GerMinecrafter!

CHANGELOG:

v1.02 - Made compatible with Beta 1.5_1
v1.1 - Fixed/improved explosion damage, fixed multiple-cobblestone dropping bug, version updates to Beta 1.7.2, added Cubic Chunks handling.
V1.1.1 - Fixed Cubic Chunks handling. Shaped Charged it now recognizes presence of CC? Version updates to Minecraft 1.0.0.
V1.1.2 - Fixed an attackEntity bug that caused Minecraft to crash when a ShapedCharge's blast hit an entity. Added configurable ShapedCharge ID. Added a Creative Item Adding API hook, so that if you have the API installed, you can just grab ShapedCharges off of the Creative GUI.
V1.1.3 - Fixed a bug or two.

VolcanoMod: (requires ModLoader)
There is a GetSatisfaction thread on getting Volcanoes added to Minecraft, so I thought I would build my own...
As you can see, while the lava is a little blocky, it works!

(You can craft Volcano Source blocks until I add Volcanoes to Terrain Generation):

Volcanoes Erupt, Recede, cool lava in their vicinity into cobble gravel and ores, create earthquakes (beware of putting precarious structures near Volcanoes), and fire LavaBombs! LavaBombs fly through the air and create a small explosion and a VolcanoLava block wherever they hit. VolcanoLava that cools down (usually when the Volcano Recedes, but also from the LavaBombs) turns into random ores: Coal, Iron, Gold, Diamond, Redstone, Lazuli, Burning Netherrack!, lots of Cobblestone, and lots of Gravel.
(The mossy cobblestone in the picture is because of a MossyCobbleSpreads partial mod I made... until I saw someone else already made one.)

TODO:
Use FlowingWater algorithms for VolcanoLava (no more blockiness!) (added in 0.80 test)
Improve VolcanoBomb texture/sounds?
Add Volcanoes to Map Generation
Fix any glitches that show up
Optimize code

CHANGELOG:

v0.71 - Made compatible with Beta 1.5_1
v0.72 - VolcanoBombs now explode when they hit a roof or wall, not just when they hit the ground
v0.80 test - Test version using BetterWater algorithms for Volcano-Lava, improved Volcano Sources, etc. Please post or PM me any bugs you find in this version. BUG: Volcano crater expands unboundedly, creating ridiculously massive crater. The Volcano eats your world I am working on fixing this, for now, probably just use v0.72.
v0.9.0 - Updated to Beta 1.7.3. Re-wrote pretty much all of the code, except the excellent VolcanoBombs. Volcanoes now use regular Lava (no more blockiness). Added Earthquakes. Algorithms are rather more processor-intensive during eruptions than they used to be.
v0.9.5 - Dramatically improved Volcano erosion direction algorithm. Tinkered Lava-bomb firing. Made earthquakes and even eruptions shake the player around some.
v1.0.0 - Tinkered some constants to improve earthquakes yet reduce player-shake damage during quakes. Added smoke pouring out of the top of the volcano. Misc. bugfixes.
V1.1.0 - Added a config file to change generated ores. Removed Cubic Chunks dependency.
V1.1.1 - Updated to Minecraft 1.0.0.
V1.2.0 - Added many more config options.
V1.2.1 - Added a Creative Item Adding API hook, so that if you have the API installed, you can just grab Volcano Source Blocks off of the Creative GUI.
V1.2.2 - Minor fix to make sure VolcanoMod works both with and without 4096IDs.
V1.2.4 - Added a few more options, plus experimental taller volcanoes.

FloodMod:
Have you ever wanted to know what it would feel like to be (more or less) Noah? With the water nearly to the clouds, only a handfull of small islands to live (or spawn) on, and trees and resources very scarce? Enter FloodMod!

Mining is dangerous! Who knows when you might tunnel out into the depths of the sea! But you can build unbeatable back doors to your base:

Look! A wall of water! Well, as Notch has messed up terrain generation compatibility before, I guess I don't feel too bad doing the same:
At least it is compatible (with wierd chunk transitions) with regular Minecraft.

Just don't generate side-by-side chunks with this mod on and off with BetterWater active:
your framerate will drop to approximately 0.02 FPS! (I guess BetterWater doesn't handle massive Tidal Waves well, does it...)

I also added a Server version, but I'm not in a position to test it thoroughly, so let me know if any bugs show up.

By the way, this mod is not compatible with my Cubic Chunks Mod, however, can mimic Flood effects by setting the CC water level to something extraordinarily high.

TODO:
I once, in an older version, had a glitch where Minecraft wouldn't generate a new map with this mod active. I suspect this is linked to the game having to find a spawnpoint. Fix if this glitch ever repeats.

NOTES:
Ryth asked me for this mod, and gave me the idea for it.
Studying BiomeTerrainMod helped me figure out how to make this mod. Thanks!
You may be able to create a set of BiomeTerrainMod options to mimic the effect of this mod (set WaterLevel to 90).
This is not Cubic Chunks compatible, but the newer versions of CC can do the same thing, by dramatically increasing the WaterLevel option.

CoordsInfoMod:
I was getting annoyed at the debug screen: it uses too much screen space for just getting my current coordinates. Then, half the time, the lag indicator goes up so high I can't see my coordinates, anyway! So, I created a mod for it:
Just press F4 to enter the condensed debug screen. Cheers.

I was testing out my Cubic Chunks mod, and I needed a way to quickly find the underground ores. I had also been thinking over the code I used to remove bedrock. The result:
A mod that makes smoothstone disappear whenever you load a chunk. It's compatible with Vanilla, Cubic Chunks, and pretty much anything else. To install, copy the .class file into your minecraft.jar file. If you want to see much better in the dark, also copy the .class file from within the "LightAll" folder to your minecraft.jar (copy the class, not the folder).NOTE: this change is permanent, and cannot be reversed! BACK UP YOUR WORLDS!!!

THANKS TO:God for creating the universeMy family for buying me this computerNotch for making MinecraftThe MCP Team for allowing all of us Minecraft modders to Mod MinecraftMineCrak for triggering lots of interest in my mod

Hall of donation fame:(if you're on here, and you want anything changed or want to add a comment, just PM me, with your full PayPal name )Robert L. $10.00, plus the idea of adding a donate button!Graeme T. $20.00!
Christopher G. $15.00!

I like the idea of the charges, but Instead of having it go all the way down, (why up?) have it only go 30, 40 blocks down? or maybe even make it 2x2 with a 20 block depth. Also, if you did hit lava, you would lose all of those items you just gained.

I like the idea of the charges, but Instead of having it go all the way down, (why up?) have it only go 30, 40 blocks down? or maybe even make it 2x2 with a 20 block depth. Also, if you did hit lava, you would lose all of those items you just gained.

I have considered ideas like this. I have also condsidered making ShapedCharges like focused, 3-explosion TNT. If enough people want multiple ShapedCharges varieties, I will eventually build them.

Quote from punkdude777 »

Me likey shape charges

what other mods you got? :smile.gif:

Thanks.
Flowing water V0.4 and VolcanoMod V0.6 (they both still have some glitches, but work pretty well)
EDIT: and FloodMod (really high sea level).

Could you explain further? Do you mean it doesn't blow up bedrock blocks (bedrock is supposed to be invulnerable)? Or that the explosion stops before it hits bedrock (this would be a glitch)? Or that it won't blow up if it is below bedrock (this would also be a glitch)?

Cubic Chunks! I don't know how I missed that this mod existed. I need to work this into my thread telling people how to get Higher Worlds, but I could use more info.

Is it possible to "import" or convert an existing ymod 256, 512 or 1024 high map into a 'Cubic Chunks' map? For instance; Could the Little Big World ymod downloadable map be converted into a Cubic Chunks map which could then be played in 1.7.3? It would also be good if one of your maps could be converted into a ymod map, at least the parts that fall within ymod's height limits.

If so then it would be great if you and nadine could get together! nadine's map would be a fantastic test case for your mod. You would be able to use the LittleBigWorld map to stress test your mod and improve it. :smile.gif:

btw: If you see a lot more people coming to this thread soon it will have all been because Nocte brought it to my and other peoples attention. :smile.gif: And, of course, I'll be adding links to here and mentioning it in several places now. :wink.gif:

I haven't yet built in automatic ymod conversion; what format exactly does ymod use? For instance, for a really tall map, the heightmap couldn't be saved as a byte array - a byte is 0-255, way too small for a 1024 block tall map. I'll research it and build a conversion tool (or build it in to my mod), but if you could give me ymod save format specifications, or a link to them, that would save me some time.
So, basically, it isn't yet possible to convert between ymod and cubic chunks saves, but it will be soon.

About my mod: hmm, what do you want to know?
Cubic Chunks stores worlds in ChunkCubes: an array of 16x16x16 blocks, an ArrayList of Entities, another ArrayList of TileEntities, and a handful of flags for whether the ChunkCube's terrain is generated, etc. The HeightMap is still stored in Chunks (which now have an array of 255 ChunkCubes, instead of the various arrays and similar that they used to have), but HeightMap is now an array of shorts instead of bytes. I use a rather complicated array hack to turn the short array into a byte array for saving (does anyone know any better way? a way to use C++ reinterpret_cast in Java, for instance?).
Cubic Chunks could theoretically create infinitely tall worlds (though HeightMaps would have to be altered to go beyond 65536 blocks), I would just need to expand the ChunkCube array. However, after weeks of testing Cubic Chunks, I still haven't reached the upper / lower limits of the world, so it will probably be a while before I bother to expand the world that far.
Cubic Chunks's terrain generator needs some work: it isn't height aware (no y>128 mountains), and the winding caves only go down to bedrock (I'm currently working on that). On the other hand, deep ChunkCube generation does include SandStone deposits (which sometimes contain iron, gold, diamond, etc.)(which also explain my SandStoneConversion mod), not to mention all of the normal deposits. Nether chunk generation really needs some work - the upper limit bedrock still exists, whereas the lower bedrock auto-converts to SmoothStone, giving you access to infinite ChunkCubes (completely filled with boring Netherrack). I asked NetBlitzer (see the bottom of my sig) to write CubicChunks an improved terrain generator, perhaps he will agree. If not, I will just keep working on improving it.
Cubic Chunks leaves unmodified air ChunkCubes unsaved to decrease map size.
Cubic Chunks should be compatible with most other mods, as it is based on Minecraft with ModLoader. If a mod modifies any class with "Chunk" in it, it probably won't work with Cubic Chunks. If it doesn't, it probably will work with Cubic Chunks.
I will continue updating and improving Cubic Chunks for all of the foreseeable future.

Also, my mod has only been around a month or so, which is probably how you missed it.
Thanks again for the publicity. I'm hoping to get a licensing deal with Mojang someday.

What you have and are accomplishing here is removing any future excuse for Minecraft not having/allowing use of higher maps. 3D chunks seem to be the future of Minecraft-like games and you are the one actually bringing it to Minecraft! Thank you. I sincerely hope that Mojang does work something out with you to add this to the vanilla game.

Thanks for posting more detailed info on how your implementation of 3D Chunks currently works. It might have helped you in more ways than you think. :wink.gif: I have posted a plea for support for your maps to the makers of MCEdit & WorldEdit in their threads. Gaining their support would ensure the greater adoption of this new map standard for the game! Hopefully you can all work well together, for great justice! :wink.gif:

I can't currently answer your questions regarding the ymod chunk/map structure other than to say they use the Minecraft 1.2_02 map structure with linear chunks that extend all the way from the bottom of the map to the top, in other words NOT 3D Chunks, but of course taller than the default 128 block height. Hopefully the answers you seek are somewhere in the ymod thread. I will see what I can find.

The good news is that you will at least have a fully operational and built up ymod map to experiment with! :smile.gif: nadine's Little Big World is available for Download.

And Thank You for committing to making ymod maps compatible or convertible to Cubic Chunk maps! That is great news and helps to cement 3D Chunks as the new forward compatible Minecraft Map Standard. :smile.gif: If you need some more info on getting set up for using/playing with ymod in your experiments for the converter/mod then please feel free to check out my Higher Map thread's ymod section. Just basic stuff but perhaps helpful for a quick start. And please let me know if I need to adjust the info I posted regarding your mod.

I tried to run this mod, installed Cubic Chunks then Singleplayer Commands, when I create a new world I get "saving chunks" screen. By "assumes/integrates ModLoader", do you mean "requires ModLoader"? I didn't installed ModLoader. Beta 1.7.3.
EDIT: after reading a post, you need modloader. Please edit and write "requires ModLoader" instead, it's better.